[]
Builtin PointSpecular effect.
public class PointSpecular : Effect, IDisposable, IUnknown
Initializes a new instance of the PointSpecular class.
public PointSpecular(IntPtr nativePtr)
nativePtr
System.IntPtrThe native pointer.
The color of the incoming light. This property is exposed as a Vector3 – (R, G, B) and used to compute LR, LG, LB.
public Vector3 Color { get; set; }
The size of an element in the Sobel kernel used to generate the surface normal in the X and Y direction. This property maps to the dx and dy values in the Sobel gradient. This property is a Vector2 (Kernel Unit Length X, Kernel Unit Length Y) and is defined in (device-independent pixels (DIPs)/Kernel Unit). The effect uses bilinear interpolation to scale the bitmap to match size of kernel elements.
public Vector2 KernelUnitLength { get; set; }
The light position of the point light source. The property is a D2D1_VECTOR_3F defined as (x, y, z). The units are in device-independent pixels (DIPs) and the values are unitless and unbounded.
public Vector3 LightPosition { get; set; }
The interpolation mode the effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed. If you don't select a mode, the effect uses the interpolation mode of the device context. See Scale modes for more info.
public PointSpecularScaleMode ScaleMode { get; set; }
The ratio of specular reflection to the incoming light. The value is unitless and must be between 0 and 10,000.
public float SpecularConstant { get; set; }
The exponent for the specular term in the Phong lighting equation. A larger value corresponds to a more reflective surface. The value is unitless and must be between 1.0 and 128.
public float SpecularExponent { get; set; }
The scale factor in the Z direction. The value is unitless and must be between 0 and 10,000.
public float SurfaceScale { get; set; }
Initializes a new instance of PointSpecular effect.
public static PointSpecular Create(DeviceContext context)
context
DeviceContext